// Copyright 2015 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef CC_TILES_IMAGE_DECODE_CACHE_H_ #define CC_TILES_IMAGE_DECODE_CACHE_H_ #include "base/memory/ref_counted.h" #include "cc/paint/draw_image.h" #include "cc/tiles/decoded_draw_image.h" #include "cc/tiles/tile_priority.h" namespace cc { class TileTask; // ImageDecodeCache is responsible for generating decode tasks, decoding // images, storing images in cache, and being able to return the decoded images // when requested. // ImageDecodeCache is responsible for the following things: // 1. Given a DrawImage, it can return an TileTask which when run will // decode and cache the resulting image. If the image does not need a task to // be decoded, then nullptr will be returned. The return value of the // function indicates whether the image was or is going to be locked, so an // unlock will be required. // 2. Given a cache key and a DrawImage, it can decode the image and store it in // the cache. Note that it is important that this function is only accessed // via an image decode task. // 3. Given a DrawImage, it can return a DecodedDrawImage, which represented the // decoded version of the image. Note that if the image is not in the cache // and it needs to be scaled/decoded, then this decode will happen as part of // getting the image. As such, this should only be accessed from a raster // thread. class CC_EXPORT ImageDecodeCache { public: // This information should be used strictly in tracing, UMA, and any other // reporting systems. struct TracingInfo { TracingInfo(uint64_t prepare_tiles_id, TilePriority::PriorityBin requesting_tile_bin) : prepare_tiles_id(prepare_tiles_id), requesting_tile_bin(requesting_tile_bin) {} TracingInfo() : TracingInfo(0, TilePriority::NOW) {} // ID for the current prepare tiles call. const uint64_t prepare_tiles_id; // The bin of the tile that caused this image to be requested. const TilePriority::PriorityBin requesting_tile_bin; }; virtual ~ImageDecodeCache() {} // Fill in an TileTask which will decode the given image when run. In // case the image is already cached, fills in nullptr. Returns true if the // image needs to be unreffed when the caller is finished with it. // // This is called by the tile manager (on the compositor thread) when creating // a raster task. virtual bool GetTaskForImageAndRef(const DrawImage& image, const TracingInfo& tracing_info, scoped_refptr* task) = 0; // Similar to GetTaskForImageAndRef, except that it returns tasks that are not // meant to be run as part of raster. That is, this is part of a predecode // API. Note that this should only return a task responsible for decoding (and // not uploading), since it will be run on a worker thread which may not have // the right GPU context for upload. virtual bool GetOutOfRasterDecodeTaskForImageAndRef( const DrawImage& image, scoped_refptr* task) = 0; // Unrefs an image. When the tile is finished, this should be called for every // GetTaskForImageAndRef call that returned true. virtual void UnrefImage(const DrawImage& image) = 0; // Returns a decoded draw image. This may cause a decode if the image was not // predecoded. // // This is called by a raster task (on a worker thread) when an image is // required. virtual DecodedDrawImage GetDecodedImageForDraw(const DrawImage& image) = 0; // Unrefs an image. This should be called for every GetDecodedImageForDraw // when the draw with the image is finished. virtual void DrawWithImageFinished(const DrawImage& image, const DecodedDrawImage& decoded_image) = 0; // This function informs the cache that now is a good time to clean up // memory. This is called periodically from the compositor thread. virtual void ReduceCacheUsage() = 0; // This function informs the cache that we are hidden and should not be // retaining cached resources longer than needed. virtual void SetShouldAggressivelyFreeResources( bool aggressively_free_resources) = 0; // Clears all elements from the cache. virtual void ClearCache() = 0; // Returns the maximum amount of memory we would be able to lock. This ignores // any temporary states, such as throttled, and return the maximum possible // memory. It is used as an esimate of whether an image can fit into the // locked budget before creating a task. virtual size_t GetMaximumMemoryLimitBytes() const = 0; }; } // namespace cc #endif // CC_TILES_IMAGE_DECODE_CACHE_H_